fix(游戏平衡): 调整rogue模式怪物成长公式

- 将TIME_SCALING从15增加到20,使15分钟成长倍率从16倍调整为21倍
- 将质量系数从固定5.0改为动态计算(1.5 + 4.5 * waveFactor),降低初始强度并随时间线性增强
- 使怪物难度曲线更加平滑,改善游戏前期体验
This commit is contained in:
walkpan
2026-01-31 11:30:49 +08:00
parent 1b1102c542
commit 2d4b681066

View File

@@ -266,8 +266,8 @@ function calculateWaveFactor(stage: number, timeInSeconds: number = 0): number {
* 应用成长公式到基础属性 * 应用成长公式到基础属性
*/ */
function applyGrowthFormula(baseStat: number, waveFactor: number, growthType: GrowthType): number { function applyGrowthFormula(baseStat: number, waveFactor: number, growthType: GrowthType): number {
// 基础倍率15分钟成长约 16 倍 (1 + 1.0 * 15) // 基础倍率15分钟成长约 21 倍 (1 + 1.0 * 20)
const TIME_SCALING = 15; const TIME_SCALING = 20;
const growthMultiplier = Math.pow(1 + waveFactor * TIME_SCALING, growthType); const growthMultiplier = Math.pow(1 + waveFactor * TIME_SCALING, growthType);
return Math.floor(baseStat * growthMultiplier); return Math.floor(baseStat * growthMultiplier);
} }
@@ -290,8 +290,9 @@ export function getMonAttr(stage: number, uuid: number, monType: MonType = MonTy
// 计算波次因子 // 计算波次因子
const waveFactor = calculateWaveFactor(0, timeInSeconds); const waveFactor = calculateWaveFactor(0, timeInSeconds);
// 质量系数:数量减至10(原50的1/5)质量x5 // 动态质量系数:初始 1.5倍 -> 15分钟 6.0倍
const qualityRatio = 5.0; // 大幅降低初始强度(原固定5.0),随时间线性增强
const qualityRatio = 1.5 + (4.5 * waveFactor);
// 根据怪物类型应用额外的倍率 // 根据怪物类型应用额外的倍率
let typeMultiplier = 1.0; let typeMultiplier = 1.0;